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Urgg Boolean
Posted - 2011.08.22 17:58:00 - [61]
 

Edited by: Urgg Boolean on 22/08/2011 18:09:20
Edited by: Urgg Boolean on 22/08/2011 18:02:02
Null sec as we know it is needs to change. I like the idea that system ownership should be easy/possible for any group. But I would go a lot farther, including erasing the slate and starting over:

1) It should be virtually impossible to dislodge any group/corp from their one designated "home" system using any game mechanics you want, including harmful geek-wave radiation that whacks invading corps, sorta like Recon 3 on steroids. Tolls can be paid for safe travel through other corps' "home" systems (they can provide temporary shield nutation algorithms to avoid geek-wave radiation). Simultaneously, owning multiple systems should result in exponential increases in God-taxes and/or market fees per system, i.e., one system = tax^1, two systems = tax^2 ... n systems = tax^n. Available space will be a natural fallout of exponential costs per system. Once enacted, the Sov map would change overnight affording many freed up systems. Or the Megacorps would go bankrupt in the attempt to maintain gigantic tracts of space. This will change the 0.0 mindset: bigger is definitely not better, and the epeen of owning large tracts of space will cost you big time.
2) Competition would occur mainly in the non-home-designated systems. This means that tiny corps can stay holed up while stockpiling resources, and mega corps can duke it out as usual. But instead of owning more systems as a supposed safety buffer zone, they will be keeping adjoining systems free of enemies, and thus open for whatever purposes, be they open PvP or resource harvesting or PvE.
3) Systems should start out small with only a few planets/moons. Corps/Groups should be able to build up their system(s) by creating planets/moons from harvesting gas, asteroids, and NPC debris from mission sites/plexes/adjoining systems/etc and frozen corpses from PvP and DNA samples from PvE for some biomatter. Aggregating all that stuff into a large enough mass will result in congealing into celestial bodies. Obviously, tools of planetary construction will be needed and the PI skill tree can be expanded accordingly. Cookbooks/recipes for planet/moon results could be built, results could be random, or both some recipes some random. Fabricated planets/moons will be far better than the sum of the resources used to make them, of course, or why would you make them? Max system size constraints would apply. Raiding open systems for resources = PvP/PvE Ops without the built-in protections of Sov. Yummy.
4) Planet building would take long azz time, such that large numbers of players involved would really make a difference but smaller groups could accomplish some things. Mega corps would be at an automatic advantage as they will start out with large human resources available to engage in planet building.
5) Planets/moons in claimed systems get used up, so planet building must be ongoing, meaning PvP/PvE Ops in unclaimed systems will be an ongoing opportunity for anyone looking for pew-pew. Planets/moons in unclaimed systems would replenish over time. This would give a reason to keep some systems unclaimed: raiding for resources to build planets/moons.
6) Allow all ships to go everywhere and all levels of missions and plexs should be able to spawn anywhere in the EvE universe. This would make 0.0 the true battle zone for high end PvP while allowing all the Carebears the opportunity to experience high end PvE in hi sec, simultaneously allowing all 0.0 corps to take advantage of PvE income in or near their homes.

**edited cuz I keep hitting update before previewing...

Rees Noturana
Red Rock Mining Company
Posted - 2011.08.22 18:44:00 - [62]
 

Originally by: Vil Mahona
I'd for one as a guy who lives about 1/2 time in NPC 0.0 space would veto the idea that you lose station services if you have bad standings with the NPC. My standings from mission running in high sec have me so bad that I'd have to do hundreds if not thousands of L1 missions to ever get my standing back to a zero. No way I'm ever going to do that kind of grind. Just don't have the play time anymore for it even if I had the will to do it.


They would have to provide some fast track method of fixing those standings. I think the pirate epics provide something like that but those missions are well known and would become very dangerous if a whole bunch of people had to run them.

X Gallentius
Quantum Cats Syndicate
Posted - 2011.08.23 00:01:00 - [63]
 

When I first subscribed to the game I thought that for sure the rats in NPC 0.0 were Empire Faction Navies and that your sec status would go to -10 if you shot at them. You would also be chased around by the pirate faction navies if your sec status was above +5 (if you went into a -.5 sec system or lower). A kind of an inversion of high sec.

Could something like this be implemented?


Narisa Bithon
Caldari
The Motley Crew Reborn
Posted - 2011.08.23 19:25:00 - [64]
 

Originally by: Urgg Boolean
Edited by: Urgg Boolean on 22/08/2011 18:09:20
Edited by: Urgg Boolean on 22/08/2011 18:02:02
Null sec as we know it is needs to change. I like the idea that system ownership should be easy/possible for any group. But I would go a lot farther, including erasing the slate and starting over:

1) It should be virtually impossible to dislodge any group/corp from their one designated "home" system using any game mechanics you want, including harmful geek-wave radiation that whacks invading corps, sorta like Recon 3 on steroids. Tolls can be paid for safe travel through other corps' "home" systems (they can provide temporary shield nutation algorithms to avoid geek-wave radiation). Simultaneously, owning multiple systems should result in exponential increases in God-taxes and/or market fees per system, i.e., one system = tax^1, two systems = tax^2 ... n systems = tax^n. Available space will be a natural fallout of exponential costs per system. Once enacted, the Sov map would change overnight affording many freed up systems. Or the Megacorps would go bankrupt in the attempt to maintain gigantic tracts of space. This will change the 0.0 mindset: bigger is definitely not better, and the epeen of owning large tracts of space will cost you big time.
2) Competition would occur mainly in the non-home-designated systems. This means that tiny corps can stay holed up while stockpiling resources, and mega corps can duke it out as usual. But instead of owning more systems as a supposed safety buffer zone, they will be keeping adjoining systems free of enemies, and thus open for whatever purposes, be they open PvP or resource harvesting or PvE.
3) Systems should start out small with only a few planets/moons. Corps/Groups should be able to build up their system(s) by creating planets/moons from harvesting gas, asteroids, and NPC debris from mission sites/plexes/adjoining systems/etc and frozen corpses from PvP and DNA samples from PvE for some biomatter. Aggregating all that stuff into a large enough mass will result in congealing into celestial bodies. Obviously, tools of planetary construction will be needed and the PI skill tree can be expanded accordingly. Cookbooks/recipes for planet/moon results could be built, results could be random, or both some recipes some random. Fabricated planets/moons will be far better than the sum of the resources used to make them, of course, or why would you make them? Max system size constraints would apply. Raiding open systems for resources = PvP/PvE Ops without the built-in protections of Sov. Yummy.
4) Planet building would take long azz time, such that large numbers of players involved would really make a difference but smaller groups could accomplish some things. Mega corps would be at an automatic advantage as they will start out with large human resources available to engage in planet building.
5) Planets/moons in claimed systems get used up, so planet building must be ongoing, meaning PvP/PvE Ops in unclaimed systems will be an ongoing opportunity for anyone looking for pew-pew. Planets/moons in unclaimed systems would replenish over time. This would give a reason to keep some systems unclaimed: raiding for resources to build planets/moons.
6) Allow all ships to go everywhere and all levels of missions and plexs should be able to spawn anywhere in the EvE universe. This would make 0.0 the true battle zone for high end PvP while allowing all the Carebears the opportunity to experience high end PvE in hi sec, simultaneously allowing all 0.0 corps to take advantage of PvE income in or near their homes.

**edited cuz I keep hitting update before previewing...



Caution Wall of Text Alert

Thur Barbek
Posted - 2011.08.23 23:51:00 - [65]
 

Originally by: Narisa Bithon

Caution Wall of Text Alert

Caution, useless post alert.

On topic:

I think adding more medical facilities to NPC stations would help, stations without them cant support anyone.
Another option would be to create a POS module that has a clone vat. Could be restriced to NPC 0.0 or whatever to prevent wormhole imbalance and stuff.


Vanessa Vansen
Posted - 2011.08.25 13:31:00 - [66]
 

Edited by: Vanessa Vansen on 30/08/2011 15:50:10

1) I would like to see more medical services in NPC stations in 0.0, not each station but e.g. Mordu's does only have one station which does not have medical services ... ok, SOE is close by but hey it's "Mordu's Legion Testing Facilities" so SOE could be to far away in case a test goes wrong (RP explanation)!
In short, each NPC should have at least one station with medical services (be it 0.0, low-sec or high-sec) ... luckily Mordu's does only have one station Cool

2) Rats setup in NPC Nullsec could be changed.
- belt: rats of both kinds holding faction and their enemies, e.g. Caldari scouting Guristas or Bloodraider raiding Gursitas territory and of course Guristas on home guard ... and yes from time to time a mining ops too
- stations / gates: haulers ... or is there nothing the Guristas population of an outpost needs

3) Maybe Add system upgrades (up to level 1 or 2), e.g. ORE space could have the Ore Prospector upgrade installed, Sansha region could have the wormhole upgrade, and so on. It's their space, so they might want to make use of it.

edit: for a fee the NPC holding the space could setup the suggested system upgrade (industrial or military), so several corps could upgrade all aspects of a system

4) Standing having an impact would be interesting! Empire faction engage you once your standing drops below -5, so should pirate factions in their home space (at least when it has a station in it).

Viking Viki
Beach Boys
Posted - 2011.08.25 22:29:00 - [67]
 

*Local connections yield benefits
Since agent standing above minimal required for taking missions is more or less unimportant there is room for using that additional standing and using it as buffor for lets call it 'data mining'

some negative agent standing - hacking * some multiplier =
location of systems with mining signatures in constelation/region - from mining agents
location of faction spawns in last 1h/30min/YouNameIt in region - from transport agents
list of accepted combat missions (of specific lvl) in region with location system updated every 10/5/1min - from combat agents

That would solve 2 things - extended standing and amount of ppl punched in the face - obviously increasing happines of the local population, and it is self balancing (regaining standing takes time, initial week would be awesome)

*Story and setting
I seem to remember some logs droped by npcs not so long ago

*Collective admin
There is a general truth about npc 0.0 that aplies to most regions - ppl don't play nicely with their neighbours, because it is driven by economy, because it is safer to raid someone than being raided, because it is good to have your basic combat practice within 10j from home system, and finally because it is a good thing to simply undock and punch someone in the face.

If a small group of powerfull corps takes controll over the region they soon turn on each other, if some of them grow too big they move on to take 0.0 space because that means regular taxes for corpwallet, if they get smashed they move to other location or other region, if there is a siutable, bigger target they suddenly develop positive standings. Eventually everyone moves some place else or gets bored.

It is perfect.

IF some form of benefit is introduced to allow inhabitants in controll to profit further from npc 0.0 it is the very first reason to evict everyone else or at least those whom you can, because you can, and sharing is not a win-win.

Zeerover
Wolfsbrigade
Posted - 2011.08.28 00:53:00 - [68]
 

Originally by: Urgg Boolean
Edited by: Urgg Boolean on 22/08/2011 18:09:20
Edited by: Urgg Boolean on 22/08/2011 18:02:02
Null sec as we know it is needs to change. I like the idea that system ownership should be easy/possible for any group. But I would go a lot farther, including erasing the slate and starting over:

1) It should be virtually impossible to dislodge any group/corp from their one designated "home" system using any game mechanics you want, including harmful geek-wave radiation that whacks invading corps, sorta like Recon 3 on steroids. Tolls can be paid for safe travel through other corps' "home" systems (they can provide temporary shield nutation algorithms to avoid geek-wave radiation). Simultaneously, owning multiple systems should result in exponential increases in God-taxes and/or market fees per system, i.e., one system = tax^1, two systems = tax^2 ... n systems = tax^n. Available space will be a natural fallout of exponential costs per system. Once enacted, the Sov map would change overnight affording many freed up systems. Or the Megacorps would go bankrupt in the attempt to maintain gigantic tracts of space. This will change the 0.0 mindset: bigger is definitely not better, and the epeen of owning large tracts of space will cost you big time.



Your ideas might be good on paper (I don't think so but hey), but they are definitely horrible in game. This will cause us to go back to '04, with people keeping extensive lists, which operate as one entity on out-of-game forums. I.e. it's still the same band of alliances, but the constituent pieces are smaller, but now with an added bonus for homeland defense, making null-sec even more stagnant and non-changing.

Give you an example: UA/Krutoj/Mactep tells their minions, create 20 man corps in each system, make it your home system with the new "geekwave" and set the rest of us blue. Voila and they control the same amount of space as before, but are much harder to evict.

TheExtruder
Caldari
Malicious Destruction
War Against the Manifest
Posted - 2011.08.31 00:55:00 - [69]
 

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1571766

"Story and setting
NPC nullsec should provide a particularly rich vein of insight into EVE's story and setting. It should not be rubbed in players' faces, but those interested in the setting should find plenty of material to entertain them here.
"

Jaboui
Posted - 2011.09.01 12:43:00 - [70]
 

Something I would like to see and I think this could even be applied to 0.0 not just NPC is that they chose that region for a reason. Why did was Outer Ring so good for ORE? Why was Stain so good for Sanshas? My thoughts is perhaps there are effects in the region/constellation/systems that help them out. If they're armor tankers, why not have something that has a negative effect on shields? In ORE Space maybe all ores are available depending on the system/constellation. Maybe have a system where electrical storms affect the capacitor?

The point is that 0.0 is a huge area yet there is a variety of things that could be happening out there. I liked what I saw on the wormhole environments and wonder why it wouldn't also happen in systems in 0.0.

TL;DR: Bring things like Wormhole Environment effects to NPC 0.0 and maybe all 0.0

Macmuelli
Gallente
Meltd0wn
Posted - 2011.09.02 21:32:00 - [71]
 

What about,

If u start farming Npc`s , there should be a chance that u got attacked by a swarm of them.

New ship type- ensign rank s, which gots advise and first lessons versus Pod pilots.
No Loot or Salvage.

If u enter there terretory, there should be a chance, that u got attacked, independed from beeing in belts,/anomalys.

They could wait for u 2 gates later, with a better experied fleet. ( Sleeper ki for such fleets)

And if u own a system, and u perma farm the Npcs- There should be a chance, that if u got attacked by other pod players, which wanne break your souverenty, to get there own footsteps into it, they could support them.
Probally a swarm of them, attacks u too.

Xearal
Minmatar
SOL Industries
Black Thorne Alliance
Posted - 2011.09.06 15:14:00 - [72]
 

Ok, I've never lived in NPC nullsec ( I go there sometimes at the moment, but only in a place where my standings aren't totally messed up) so forgive me for being silly.
Anyway, I'm surprised standings don't work like in high sec. If the Amarr hate you, you get chased down in their space by their fleets. Why can't this be done for NPC nullsec? Sure, there's no concord, by a faction militia should exist, and shoot anybody that dares messing with them.

Now, ofcourse players will have bad standings with pirates for instance because they've been in empire for a while, so to 'counteract' this, aside from an epic arc to fix standings, put some low level agents outside their sov space, in semi-neutral places, say, an Angel station in low-sec or in non-angel space, where you can do work for them and apologise and make up.

Also, make the local rats enemies of the local sov holders, maybe concord assault fleets, or rival pirate or empire faction fleets. It would make it interesting as well if say Minmatar roaming fleets are the rats in angel space. You'd still get bounty ofcourse, but you'd be shooting matari, so the minmatar wouldn't like you doing this, while the angels would ofcourse like this.

Add in some kind factional warfare like thing, so you can 'join the angels' when you go into their space or 'fight the angels' when you go in there space.
( generally speaking, not as current FW, as afaik it's stupidly implemented )

I've read some ideas about them building new stations in their space, for a while this would be nice, but unless those stations can go BOOM again, there's not going to be enough room for this to keep going forever. Instead I would say, all local corps that are 'aligned' with their pirate sov holders get a 'stake' every month. Allow for certain bonusses or upgrades to be available, but not all of them can be in effect. The choice of which ones make the budget and which ones don't get funds allocated would be open for the corps to decide on by majority vote, dependent on standing and palm-greasing.
Possibilities for this could be:
- Increase anomalies like gas clouds etc.
- Increase defense, deploying sentry guns/ships around gates in the systems with scrams and whatnot to stop enemy invaders.
- Increase bounties for enemy faction kills, possibly create some way that you can go kill 'enemy' players and get bounty on them, depending on what they are flying.
- Enhance industrial production by hiring more workers, aka increase manufacturing slots / research slots etc.

I'm sure there's more 'issues' that can be thought off to be added to such a list, so there's always a good bone of contention between the various corps that are living in said space.

Ineka
Gallente
Center for Advanced Studies
Posted - 2011.09.06 15:41:00 - [73]
 

Originally by: Xearal
Ok, I've never lived in NPC nullsec ( I go there sometimes at the moment, but only in a place where my standings aren't totally messed up) so forgive me for being silly.
Anyway, I'm surprised standings don't work like in high sec. If the Amarr hate you, you get chased down in their space by their fleets. Why can't this be done for NPC nullsec? Sure, there's no concord, by a faction militia should exist, and shoot anybody that dares messing with them.

Now, ofcourse players will have bad standings with pirates for instance because they've been in empire for a while, so to 'counteract' this, aside from an epic arc to fix standings, put some low level agents outside their sov space, in semi-neutral places, say, an Angel station in low-sec or in non-angel space, where you can do work for them and apologise and make up.

Also, make the local rats enemies of the local sov holders, maybe concord assault fleets, or rival pirate or empire faction fleets. It would make it interesting as well if say Minmatar roaming fleets are the rats in angel space. You'd still get bounty ofcourse, but you'd be shooting matari, so the minmatar wouldn't like you doing this, while the angels would ofcourse like this.

Add in some kind factional warfare like thing, so you can 'join the angels' when you go into their space or 'fight the angels' when you go in there space.
( generally speaking, not as current FW, as afaik it's stupidly implemented )

I've read some ideas about them building new stations in their space, for a while this would be nice, but unless those stations can go BOOM again, there's not going to be enough room for this to keep going forever. Instead I would say, all local corps that are 'aligned' with their pirate sov holders get a 'stake' every month. Allow for certain bonusses or upgrades to be available, but not all of them can be in effect. The choice of which ones make the budget and which ones don't get funds allocated would be open for the corps to decide on by majority vote, dependent on standing and palm-greasing.
Possibilities for this could be:
- Increase anomalies like gas clouds etc.
- Increase defense, deploying sentry guns/ships around gates in the systems with scrams and whatnot to stop enemy invaders.
- Increase bounties for enemy faction kills, possibly create some way that you can go kill 'enemy' players and get bounty on them, depending on what they are flying.
- Enhance industrial production by hiring more workers, aka increase manufacturing slots / research slots etc.

I'm sure there's more 'issues' that can be thought off to be added to such a list, so there's always a good bone of contention between the various corps that are living in said space.



Excellent ideas.

Frosteye
Posted - 2011.09.07 03:50:00 - [74]
 

Originally by: Ineka
Originally by: Xearal
Ok, I've never lived in NPC nullsec ( I go there sometimes at the moment, but only in a place where my standings aren't totally messed up) so forgive me for being silly.
Anyway, I'm surprised standings don't work like in high sec. If the Amarr hate you, you get chased down in their space by their fleets. Why can't this be done for NPC nullsec? Sure, there's no concord, by a faction militia should exist, and shoot anybody that dares messing with them.

Now, ofcourse players will have bad standings with pirates for instance because they've been in empire for a while, so to 'counteract' this, aside from an epic arc to fix standings, put some low level agents outside their sov space, in semi-neutral places, say, an Angel station in low-sec or in non-angel space, where you can do work for them and apologise and make up.

Also, make the local rats enemies of the local sov holders, maybe concord assault fleets, or rival pirate or empire faction fleets. It would make it interesting as well if say Minmatar roaming fleets are the rats in angel space. You'd still get bounty ofcourse, but you'd be shooting matari, so the minmatar wouldn't like you doing this, while the angels would ofcourse like this.

Add in some kind factional warfare like thing, so you can 'join the angels' when you go into their space or 'fight the angels' when you go in there space.
( generally speaking, not as current FW, as afaik it's stupidly implemented )

I've read some ideas about them building new stations in their space, for a while this would be nice, but unless those stations can go BOOM again, there's not going to be enough room for this to keep going forever. Instead I would say, all local corps that are 'aligned' with their pirate sov holders get a 'stake' every month. Allow for certain bonusses or upgrades to be available, but not all of them can be in effect. The choice of which ones make the budget and which ones don't get funds allocated would be open for the corps to decide on by majority vote, dependent on standing and palm-greasing.
Possibilities for this could be:
- Increase anomalies like gas clouds etc.
- Increase defense, deploying sentry guns/ships around gates in the systems with scrams and whatnot to stop enemy invaders.
- Increase bounties for enemy faction kills, possibly create some way that you can go kill 'enemy' players and get bounty on them, depending on what they are flying.
- Enhance industrial production by hiring more workers, aka increase manufacturing slots / research slots etc.

I'm sure there's more 'issues' that can be thought off to be added to such a list, so there's always a good bone of contention between the various corps that are living in said space.



Excellent ideas.


+2


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